Jump to content

SRS

Member
  • Content Count

    36
  • Joined

  • Last visited

  • Medals

Everything posted by SRS

  1. hey everyone, I have been messing with L3DTse. Thought I would try pushing an L3dt terrain thru Visitor. I am always checking out texture tools and height/terrain editor tools with Visitor to arma. Never any problems for a couple of years nows. Now out of the blue I got this error, and I can't track down the problem. Suddenly out of the blue CfgConvertFileChng is trying to read and convert the rvmat files from my P\ca\plants\data. Same for rocks! I have no clue what started this I have been using the same config file forever no changes to any paths or file names. I just save a new texture or height map over an existing one. Using the same name no need to edit layercfg, config.cpp, or rvmats. Always working from the same namespace and saving to the same @SRS folder in ARMA dir. So no changes to config.cpp or binpbo options. I get this same error for all entries in clutter......................... Error reading text file 'ca\plants\data\clutter_grass_general.rvmat' p:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\CfgConvertFileChng\CfgConvertFileChng.exe returned error 1 If anyone has come across this or seen a post? The help would be appreciated. I have looked and googled several times and found some references. Nothing that helps in my situation. Thanks all for reading my plea for help.......................
  2. hey Cougar, This is Fence try something along these lines {_x setdammage 1} forEach units group _pilot; (accesses the array with no element preference.) in place of these 2 lines requiring a specific element. if (alive (units _pilot select 0)) then {(units _pilot select 0) setdammage 1}; //(units _pilot select 0) setDamage 1; sleep 3; if (alive (units _pilot select 1)) then {(units _pilot select 1) setdammage 1}; //(units _pilot select 1) setDamage 1; sleep 3; I am not sure of the syntax but I think that's close, but may require macgivering on your part..... catch you on ts when you get your new drive issues sorted your only friend, Fence
  3. I found this thread doing a quick search in the forum for 'firedirection'. Maybe it will be of some help? http://forums.bistudio.com/showthread.php?t=72153&highlight=sound+firedirection
  4. SRS

    Help with map fix

    Kegetys tools CPBO is your best friend. There are other tools for unpacking pbos I think. I use Kegetys comes with simple instructions. http://www.kegetys.net/arma/
  5. Good deal and congrats I did that with my sandbox island. Then I upped the heightmap to 4096 and dropped it to square size 38. textures looked better but sat and mask took awhile and I have a feeling it would start bogging down in game with objects etc... your posted params stand a better chance. If you bump the contrast on the mco files you can yank something that resembles a bit more detail over distance. Cut down on detail in sat_lco. making a larger sat more managable. The detail textures get stretched a good bit even with large ones. But as long as the missions on the map are fun thats what really counts. If I ever have time in a mission, to count the daisies and worry about how real the rock I use for cover looks? Or how many grains of sand are on the beach? SHOOT ME!!!!
  6. source is path to island folder = "rip31st\rip31st_normandy2\" "p:\rip31st\" = is your project folder unless you rearranged something since.
  7. Sorry, rip31st, for the redundancy on the rvmat issue. I thought you had all the path issues and project environment sorted. So many files to track down and correct paths in it takes abit. I'm sorry I can't help you with the build environment I'm not certain if its the same for arma and arma2. I tried to get arma2 yesterday but bestbuy and walmart didn't have it in stock. That's about all there is for local shopping and even thats a couple of hours round trip. I had to order it from newegg. Maybe by xmas. overnight was a bit steep for my budget. I will watch this post, I like the idea of your map sounds like your revamping bf42 in a round about way. It sounds like fun to me. I just had a look at the arma2 terrain tutorial it covers the P: drive setup at the get go as far as what goes where. A quick glance it looks the same as arma. Some of the folder names are different is all. To run that down. Theres even a video there. Nice work on that tutorial. It is well worded easy to follow.
  8. You need to select text during the sat/mask import. The texture files in the rvmats will retain the png extention until binpbo is ran. Then during the binpbo processing they are changed to the paa extention. I noticed though in your binpbo options you have "*.rvmat" listed in the (list of files to copy directly). I posted this in an earlier post, in order too raise concerns about doing that. You need to remove "*.rvmat" from that list, let binpbo handle them. Otherwise you end up with uncompiled rvmat files with wrong extention. You can do it all manually. But it's allot of work. Try removing *.rvmat from that list. Then run binpbo again with "clear folder" checked for GP's.
  9. I cut kjus into .hpp files hacked it for arma1 it compiles fine here. No errors. my test island runs fine in game. I have to do some last minute xmas shopping I guess I will swing by bestbuy see if they have arma2. Get on the same page with you guys. Not much going on in the arma1 visitor forum. I hesitate to post any advice at times not having arma2. Not exactly sure how different it would be from arma1, as far as visitor is concerned. the config files I can see clutter has changed. Thats got to be an improvement. N1 kju that config is lean and mean ready too rock and roll. I keep mine broken down into .hpps'. Just use the includes in the cpp. But thats just the way i work. Makes it easier for me to turn things on and off while testing. I also found some things you excluded weren't needed for arma1. This cleaned up my CfgWorlds.hpp abit thanks.
  10. The one he posted is good, 'based on the one you posted Rip31st'. It may be the forums formating of your posted config. But I found mismatches of "{}" a typo so on. Thats all cleaned in the one kju posted. I'm gonna hedge on the rvmat files. They must get added to the wrp file. I can't find them anywhere else in an unpboed working island. They are also listed in the dep file. Maybe your wrp file doesn't binarize. Because your rvmats aren't what is expected. You can completly remove the config.cpp file from your project folder, and compile the island. It just won't show up in game. That is you could if everything else is good to go?
  11. In your c:\arma_temp folder in with your wrp file is there a *.wrp.dep file its a text file it lists I'm guessing dependancies. Maybe you'll find a clue there. I note that in my *.wrp.dep file the rvmat files are listed there. I noticed that you have *.rvmat in your list of files to copy directly. Is there something different about the rvmat files in arma2 or with steam. Normally binpbo or binmake? calls a utility when you run binpbo. Its called CfgConvertFileChng 'from the readme' (- this tool converts rvmats to binarized format). It or something else changes the png to paa in the rvmat files as well. Atleast thats been my luck worry free rvmat files so far. Kju posted while I was looking through your config. The config at that link has it all sorted. I was begining to find more errors. But if you use the one from kju that will sort it all. So I'll remove those things from this post. I remembered coming across a post in the arma visitor forum about a steam issue. I just tracked it down. Looks like you probably already read that post. Thats about all that caught my eye.
  12. I can process that size image. My problem would be sending the image to anyone. I am stuck on dialup for awhile. It sucks but I have to watch every dime and nickle for awhile. Anyone should be able to. It will just be slow going it will require a minimum of 70 gigs of drive space free. You would be best starting at full size just use enough colors to define cities, forests, roads, a basic layout. Slice it into easier to work with segments. Do the details then stitch it together. Theres always a work around. It wouldn't be easy but it would be an epic piece of work. A bigger bone then I would wana chew on. ---------- Post added at 05:54 PM ---------- Previous post was at 04:17 PM ---------- The bigest problem I see is getting any elevation detail at these dimensions. I am going to alter the parameters and size of the heightmap some see if I can get something with better elevation detail. Still using the same sandbox island as mentioned earlier in the post. I'll give this a few hours of time today. sort out the math and a workaround for the sat and mask. The island I am sandboxing per your specs is not crasing in arma1 at 1.14. even with vision set at 10000. however its just island very few buildings or objects on it.
  13. The 'import sat,mask' should create a lot of *.png files, *.rvmat files. in the layers folder. dozer takes that info converts your textures in the data folder and the layers folder. At that point you should have all you need for wrp file. I don't get a .lst file in the layers folder just allot of image files and rvmats.
  14. Ok lets eliminate the config.cpp file temporarily move it to your desktop run binpbo. Make sure clear temp folder is checked Give it about 3-5 minutes tops. The island won't show up in the game of course. But if it does pack it then you know the problems in the config file. If it still doesn't complete that leaves an issue with the build environment or settings in binpbo. ---------- Post added at 09:41 PM ---------- Previous post was at 09:30 PM ---------- We could be focusing in the wrong direction. Also a possibility one of the bintools fell on the harddrive the wrong way. Injuring itself during the install.
  15. The fact that there are 0 bytes in the data folder is not good. But you said it looks fine in dozer right. Textures and all are good in dozer?. If all is well in dozer. Then I would check and see if binpbo has the correct paths. Make sure your layers folder isn't getting just dumped on P: root. Instead of in your P:\whatever\myisland\data folder. Those are 2 quick things I can think of off hand. ---------- Post added at 08:38 PM ---------- Previous post was at 08:31 PM ---------- In my mod data layers folder I ended up with exactly 100 rvmat files. 2048 paa files. and of course 2048 png files 4196 files total. The layers folder in binpbos temp folder sholuld only contain the paa files needed yap 2148 paa files in there.
  16. I took my play island sosegado note this is in "arma1". Scaled the terrain png to 2048x2048. set the square size to 75 in the pbl. Set up the parameters as in your post above. Importing sat and mask took 11 minutes. bulldozer took no time at all to load it. Binpbo took about 1 minute bin, pack, save. My pbo is 90,808 KB the log file has no changes from what I posted earlier. My layers in the temp folder contains less objects but the folder contains more data its 44.6 mb. Lets see what it looks like in game. The grid in the game editor is all rammed together. Have to zoom out to know where you are. My textures were meant for an island way smaller than this so they are stretched wayout. So its possible To build an island this size no problem in arma1. Maybe someone else here with a known good build environment for arma2. Could run the same test on their system. Maybe something new in arma2 is an issue. But if someone else can do the above in arma2. Then you would know its something in your build environment and or settings. It could be any number of things. I am guessing check everything again. Breeze over the tuts again. My system runs nice Its well balanced. But doesn't contain any extreme hardware. So unless maybe your running some old and slow hardware, or way way to many background processes. I couldn't see it being a resource issue.
  17. How large is your layers in the "temp\armaaddons\data\" folder and how many objects are in it, at the point in time you killed binpbo. Mine is for example 38.6 mb with 3,792 objects. Also in the *.pbo destination folder, did binpbo create a "yourisland.log" file. That file should atleast contain the parse info. Maybe something there will help. I just did the math from your post above that is a 153600 squared map at 75 X 75 texture size thats 496 for the satalite grid. For s&g's I will scratch up an island that size see what happens here.
  18. Huh that is along time it takes only a couple of minutes here. What does the log file look like in your mod folder. It takes more time if it runs across problems. It binarizes the config files gets together textures you need and binarizes the rvmats in the layers folder that can take awhile theres allot of them. also the wrp file you can look at the dep file in the temp folder, to see a list of what thats about. here i'll post the content of my log file, It's arma but they are probably similiar. The p3ds are the files visitor sliced in diced from your sat and mask, layers config. They are processed as well. Parse: 0 ms Convert world p:\stpup_\sosegado_isle\sosegado.wrp -> E:\Temp\ARMAaddons\stpup_\sosegado_isle\sosegado.wrp Updating base class ->NonStrategic, by p:\stpup_\ca\config.cpp/CfgVehicles/HouseBase/ Updating base class ->DestructionEffects, by p:\stpup_\ca\config.cpp/CfgVehicles/House/DestructionEffects/ Updating base class ->HouseBase, by p:\stpup_\ca\config.cpp/CfgVehicles/Ruins/ Singular mapping: #(argb,8,8,3)color(0,0,1,1), u 3529.48 x v 2544.33, AoT 1600 This islands pbo is at 49 megs. just a few structures on it to make sure that ladders, doors church bells are working. It is a 6.144 Km. island not many textures on the terrain yet. Some clutter on it to make sure thats working. My wrp file is 4.35 megs. Hope those facts give you something to compare with. Not sure what exactly the key differences would be between the 2 games to justify the time its taking and the wrp file size. Im hoping you were refering to your pbo being 24 megs forgot to metion that, a 24 meg wrp file thats a big island with goodies.
  19. NP Always glad to be of help.
  20. You know I remember having another but similiar problem. I dropped a group at an intersection and some spawned on the other side of walls and crap. I think what sorted it for me was in the Editor I placed a squadleader set special to none in the properties. Did the same placing each of the other squad members one at a time. Which didn't take long. That was a while ago but it would be easy enough to try. I remember it because after they spawned in they then moved into a V formation. I didn't want them in any formation at all. I just wanted a bunch of guys standing at an intersection waiting for a convoy no alert status or danger just casual. You would probably get more help with this in the mission editor section then here. The men here are concentrating on terrain creation and content. They are all capable of sorting this for you. But probably don't want to stray off track from what this forum is for. Visitor the terrain editor and creating islands is what these guys are here about.
  21. In your image editor zoom in on your mask_lco.png. Where these lines occur. Make sure no anti-aliasing is there. Some mask functions in image editors such as feather selection etc. Try to smooth transitions. Best to work with color masks in indexed color mode. then switch to RGB when your ready to save it. I always edit these files in indexed color mode. Also any image scaling you should use nearest neighbor. When your working in Indexed color mode, you can pull up the colortable select Exact and see how many colors are in the image. If there are more than there should be there is a clue.
  22. SRS

    flat terrain 6x6 km

    Ok now I see whats going on here. Daz no longer offers the free 5.5 which means were stuck. Meta stream is a useless format pretty much. I just looked at my bryce 6.1 it doesn't even import meta stream. Neither does my other terrain editor. Ok I'll pm you my email address. Send me an email. I can convert it to what you need another way.
  23. SRS

    flat terrain 6x6 km

    Sorry I am doing this on the fly with you. Here did I mention you need microdem if not get it as well. If you don't have your flat island in bryce yet then you need to cover the terrain editor in the help and tutorials minimum. Why did you get the demo? You can get the complete for free. Its only 28mb. At least I believe its free you just need to register with daz for a serial key. Well as long as the demo lets you export a dem you will be fine. The scope of creating your flat island although simple in bryce maybe more then they want me to cover on the forum here. But here's a bone... When you create a terrain and its in the view window. Note on one of the corners of the bounding box theres a series of buttons. The top button is A, the bottom 2 are M and E. If you click on the E. It will open the terraim Editor. Before doing this it would be a good time to move your mouse to the top of the screen. When the file menu drops down click on help select "help topics". Help should open in your browser. look through the contents for editing terrains. Then go over the section on the terrain editor workspace. Once you are familiar with the terrain editor the key thing you need to do is use the brush to create your flat terrain. Also create a shore line by blurring, its all there. The next thing is to click on the grid selector and select 256. Make sure your island has some black space around all for sides otherwise vistor creates an infinite terrain going out beyond the milky way. I never tried to load such a thing in the game. But I,m sure its not good. Once your happy with your plane jane island. save it! Make sure your island is selected goto file export object. In the type drop down change from 3ds to usgs dem. This will export the dem now each pixel of the 256x256 terrain you created is translated to equal 30x30meters in the dem. So when you import it into microdem it will be a 7680x7680 meter island or 7.68 by 7.68 km island. Once you have it in microdem all were going to do is goto file and savedem as ascii xyz. Once you give it a name andsave it to your "P:\yourspace\source\terrain\" folder. The ascii export options will popup. Under XY format select UTM under z format select meters (integer). Leave the rest alone well thin should be 1 I think that is the default though. click ok. The rest and this is covered in the visitor manual. but when you load it in visitor you will have your 7+km flat island. We can adjust that size from this point. Post when your at this point or if you get into trouble. I'm trying my best to leave you to this yourself. So spend some time browsing those help files and playing with bryce. If it is overwhelming for you we may have to correspond another way. I don't think Bohemia wants me giving complete howto's on other tools in this forum.
  24. Well I am still working with arma not arma2. I did download an ammo crate addon. It may have been by snake man I remember seeing that name while looking for an addon. Anyhow I added the addon as I suggested it worked no problems. Then I just dumped it in P: it worked as well. Then I put it in my namespace "stpup_" it worked there also but I had to pack the whole thing not good. The only difference I can see is the use of P:\ca for the objects folder. I left mine just P:. I think keeping the folders or namespaces sorted is a good idea though. Unfortunately it may add to the confusion of many first timers. Not a problem though the community seems very helpful. The tuts for arma2 seem straight forward.
×